Glynn Taylor

The initial idea

Whilst my initial endeavours into game programming had been considerably successful, there was still something large that I wanted to implement into my games; multiplayer. To do this I searched around for a long time for tutorials that would explain networking in lamens terms, and with the help of the Java networking tutorial and some extensive googling I was on my way. I decided to start small with a 5x5 grid that multiple people could spawn in and move around through tile based movement; from there I took this idea a step further and started working on a small scale RPG world system that would be able to support up to 100 people.

I felt like, by the end of the project, I had accomplished just that; though there was still a few missing features:

Technical aspect

Programmed in Java using TCP networking; due to the nature of the game each client can be sent a snapshot of their surrounding area at a fixed time scale (as only tile ID and possible entity id/interaction data needs to be sent), and can send input data to the server at any time. This means that the server is fully authoratitive, with low data transmission.

Features

Quests

Shops

Chat system

Levelling/character system

Multiple "worlds"/dungeons, if no users are present in a dungeon or world it is unloaded on the server